LightVelox Posted May 4, 2020 Share Posted May 4, 2020 7 hours ago, Tut Greco said: I'm not sure if this is an issue with dff importers or it's simply a normal thing with the models. It should look fine if you render it with a light in your scene. Try export it to GTA and see if it renders fine ingame. Actually this only happens after I export the model to dff, and reimport what i mean is: the model looks normal in blender, then i exported and most of it was invisible ingame, then i reimported the dff to see if it was a problem after the export and this is how it looks, I always do Triangulate > Remove Doubles > Recalculate Normals before exporting so i'm sure it's not normals(also cause it has no problems in blender with backface culling on) Link to comment Share on other sites More sharing options...
Parik Posted May 4, 2020 Author Share Posted May 4, 2020 37 minutes ago, LightVelox said: Actually this only happens after I export the model to dff, and reimport what i mean is: the model looks normal in blender, then i exported and most of it was invisible ingame, then i reimported the dff to see if it was a problem after the export and this is how it looks, I always do Triangulate > Remove Doubles > Recalculate Normals before exporting so i'm sure it's not normals(also cause it has no problems in blender with backface culling on) Do you have the original model that you exported for me to test? You don't need to Triangulate, Remove Doubles or Recalculate Normals before exporting, it might cause problems although it shouldn't. Link to comment Share on other sites More sharing options...
LightVelox Posted May 4, 2020 Share Posted May 4, 2020 6 hours ago, Parik said: Do you have the original model that you exported for me to test? You don't need to Triangulate, Remove Doubles or Recalculate Normals before exporting, it might cause problems although it shouldn't. unfornately i deleted it since i lost my patience after the sixth try :v but it's probably more of an error with my topology than the exporter itself Link to comment Share on other sites More sharing options...
haywire404 Posted May 6, 2020 Share Posted May 6, 2020 I'm also having issues. I exported a .dff to do further work in 3ds Max, and KAMs tools came back with problems. Also, this being said, 3ds Max is utter dogsh*t and I refuse to work in such a suite after the nightmare I've just come out of. THE most horrendous user interface ever. Is there any type of support I can give to hurry releases? deshawnw and another0ne 2 Link to comment Share on other sites More sharing options...
another0ne Posted May 6, 2020 Share Posted May 6, 2020 3 hours ago, haywire404 said: "Is there any type of support I can give to hurry releases?" I'm also up for this. I can donate a few bucks for quicker development or bigger functionality. You could make "gumroad 0+" or so. Or just Paypal donation. Federation and Tut. 2 Link to comment Share on other sites More sharing options...
Tut. Posted May 7, 2020 Share Posted May 7, 2020 16 hours ago, haywire404 said: I'm also having issues. I exported a .dff to do further work in 3ds Max, and KAMs tools came back with problems. In most cases I discourage using kam's, there are simply more powerful maxscripts made since then. It's possible that it's an error caused by your inexperience though. I can offer my support and hopefully have you understand the options you got. Why don't you start a PM? Also I'm planning to get started with Blender soon cause we don't have native sculpting tools here in Max. I'm really looking forwards to see what the app has to offer. Link to comment Share on other sites More sharing options...
Grinch_ Posted May 9, 2020 Share Posted May 9, 2020 Tried the plugin after a long time and looks pretty good. Any plans for extending the map importing with custom ipls and streaming (like a map editor)? Link to comment Share on other sites More sharing options...
Parik Posted May 10, 2020 Author Share Posted May 10, 2020 On 5/6/2020 at 7:53 PM, another0ne said: I'm also up for this. I can donate a few bucks for quicker development or bigger functionality. You could make "gumroad 0+" or so. Or just Paypal donation. I now have a Patreon page that you can use to support me (and this project). I have additional benefits that you can use if you want a specific feature to be implemented quicker. https://www.patreon.com/parik On 5/6/2020 at 4:35 PM, haywire404 said: I'm also having issues. I exported a .dff to do further work in 3ds Max, and KAMs tools came back with problems. I'm looking into this. Unfortunately, I don't have an installation of 3ds Max to test it on, but it's very possible that KAMs expects a specific format which it cannot find with DragonFF exported models. They should still work in-game though. I'll see if I can get a 3ds Max installation working, so I could fix the compatibility issues. On 5/9/2020 at 6:10 AM, Grinch_ said: Tried the plugin after a long time and looks pretty good. Any plans for extending the map importing with custom ipls and streaming (like a map editor)? Thanks. Regarding extending the map importer, I do have plans to eventually get to that, but the focus at the moment is to improve the DFF and TXD import/export support, and then get to map editing. Furthermore, I don't know how you'd be able to implement streaming in Blender, so it would most probably be something like being able to edit only a specific section of the map (sort of like MEd) Grinch_ 1 Link to comment Share on other sites More sharing options...
Eraea Posted May 14, 2020 Share Posted May 14, 2020 (edited) Hi I recently updated to Blender 2.82a and was trying to import dff files from a different renderware PS2 game besides GTA, and this happened. The model somehow turned into one object which seems to me that this was compromised of various models or something, but the importer kind of blended everything into one mesh. Maybe its because its a different packaged dff from GTA ones? Edited May 14, 2020 by Eraea missing info Link to comment Share on other sites More sharing options...
Parik Posted May 15, 2020 Author Share Posted May 15, 2020 On 5/14/2020 at 7:52 PM, Eraea said: Hi I recently updated to Blender 2.82a and was trying to import dff files from a different renderware PS2 game besides GTA, and this happened. The model somehow turned into one object which seems to me that this was compromised of various models or something, but the importer kind of blended everything into one mesh. Maybe its because its a different packaged dff from GTA ones? I'm aware of this issue, and am working to look for a solution. There is a similar issue with BFBB where multiple atomics in a DFF have the same frame index. Unfortunately, the way the tool is programmed at the moment makes it impossible to export it back in a similar structure. I had an idea to use vertex groups to represent the different parts of the group, but I haven't finished that yet. Once that is finished, you should be able to export these kinds of models, but for now you're only able to import them (and they'll be merged into one model). Is the model supposed to be different models, by the way? Because on most of my sample models that had this issue, they seemed to have been the same mesh but split into multiple parts. Link to comment Share on other sites More sharing options...
MaurícioAl10 Posted May 22, 2020 Share Posted May 22, 2020 (edited) Currently the map importer works very well, but it imports the map lod only, as the data folder ipl is for lod only (not all models) but for most, would there be a way to import an ipl other than from the game directory? (sorry for some wrong or meaningless word, using the translator ) Edited May 22, 2020 by MaurícioAl10 error in a word Link to comment Share on other sites More sharing options...
Tut. Posted May 23, 2020 Share Posted May 23, 2020 7 hours ago, MaurícioAl10 said: Currently the map importer works very well, but it imports the map lod only, as the data folder ipl is for lod only (not all models) but for most, would there be a way to import an ipl other than from the game directory? (sorry for some wrong or meaningless word, using the translator ) I have decompiled and organised every binary ipl and it's easy to do yourself, pm if interested Link to comment Share on other sites More sharing options...
Eraea Posted May 24, 2020 Share Posted May 24, 2020 On 5/15/2020 at 11:39 PM, Parik said: I'm aware of this issue, and am working to look for a solution. There is a similar issue with BFBB where multiple atomics in a DFF have the same frame index. Unfortunately, the way the tool is programmed at the moment makes it impossible to export it back in a similar structure. I had an idea to use vertex groups to represent the different parts of the group, but I haven't finished that yet. Once that is finished, you should be able to export these kinds of models, but for now you're only able to import them (and they'll be merged into one model). Is the model supposed to be different models, by the way? Because on most of my sample models that had this issue, they seemed to have been the same mesh but split into multiple parts. I see, but yes it is just one mesh file split into multiple parts. For now I'll be trying to learn 3DS max to somehow edit them and see how it goes, though I'll wait for any updates on your plugin since I am more accustomed to Blender. Thank you very much! Link to comment Share on other sites More sharing options...
MaurícioAl10 Posted May 31, 2020 Share Posted May 31, 2020 (edited) On 5/22/2020 at 10:43 PM, Tut Greco said: I have decompiled and organised every binary ipl and it's easy to do yourself, pm if interested yes i am very interested , but i can't pm you, i don't know why XD Edited May 31, 2020 by MaurícioAl10 Link to comment Share on other sites More sharing options...
nadaver_irmao Posted June 4, 2020 Share Posted June 4, 2020 how i fix this error ? https://pasteboard.co/JbuZbcz.png Link to comment Share on other sites More sharing options...
Matrix717 Posted June 11, 2020 Share Posted June 11, 2020 Ok so, I had 2 problems and I know how to solve one of them. First one - I made house with interior, and after exporting I could only saw house ingame. Without interior. Funny fact is that interior is ANOTHER, separate object in my blend file. So what I had to do was select house and interior, then CTRL+J (merge separated objects into one, single object) and then just export it. And its fine. House with interior works as it should ingame. Now I have another problem, this time with exporting my house as .col, coz when I try to export it as collision file, plugin exports it as an empty file. And I cant solve this one. My house is somehow different (position) and the old GTA SA collisions are totally wrong, so without col file all my hard work is pointless. Any ideas? Why plugin exports my project as 0kb .col file..... Link to comment Share on other sites More sharing options...
Federation Posted June 11, 2020 Share Posted June 11, 2020 2 hours ago, Matrix717 said: Now I have another problem, this time with exporting my house as .col, coz when I try to export it as collision file, plugin exports it as an empty file. And I cant solve this one. My house is somehow different (position) and the old GTA SA collisions are totally wrong, so without col file all my hard work is pointless. Any ideas? Why plugin exports my project as 0kb .col file..... 1) The number of polygons is more than 12.000+ 2) To apply the position of an object use "Ctrl+A" - Location, Rotation, Scale. 3) Unfortunately Mass Export does not export DFF (It only exports a file that has no use.) Link to comment Share on other sites More sharing options...
Parik Posted June 11, 2020 Author Share Posted June 11, 2020 4 hours ago, Matrix717 said: Why plugin exports my project as 0kb .col file..... Are you sure you have collision objects in your scene? You should have a collision mesh (duplicate your model, make adjustments, and change the type to "Collision Object" in the DragonFF object properties. 1 hour ago, Federation said: 3) Unfortunately Mass Export does not export DFF (It only exports a file that has no use.) It does export DFFs. It exports a DFF for every collection you have in your scene. Link to comment Share on other sites More sharing options...
Matrix717 Posted June 11, 2020 Share Posted June 11, 2020 (edited) 5 hours ago, Parik said: Are you sure you have collision objects in your scene? You should have a collision mesh (duplicate your model, make adjustments, and change the type to "Collision Object" in the DragonFF object properties. It does export DFFs. It exports a DFF for every collection you have in your scene. Thanks, this should work EDIT: works, thx Edited June 11, 2020 by Matrix717 Link to comment Share on other sites More sharing options...
nadaver_irmao Posted June 15, 2020 Share Posted June 15, 2020 (edited) I NEED HELP! Edited June 15, 2020 by nadaver_irmao Link to comment Share on other sites More sharing options...
comoaig Posted June 18, 2020 Share Posted June 18, 2020 Hi, I need help. On Blender the skin is In Game is Link to comment Share on other sites More sharing options...
FlyeThemoon Posted June 19, 2020 Share Posted June 19, 2020 Too bad ported skin model not work in XPS https://core-design.com/community_xps.html Link to comment Share on other sites More sharing options...
Tut. Posted June 21, 2020 Share Posted June 21, 2020 @comoaig great model. Are you somewhat experienced with character animation and rigging? You'll have to understand how bones interact with vertices. The character glitch is caused by model vertices not weighed to the correct bones. From my understanding you can quickly setup bone weights with automatic armature system in latest Blender versions. You can then reverse engineer the results and create a better rig yourself, or tweak it from there, it doesn't matter. PS. I'm not a Blender user. Link to comment Share on other sites More sharing options...
comoaig Posted June 22, 2020 Share Posted June 22, 2020 On 6/21/2020 at 3:13 AM, Tut Greco said: @comoaig great model. Are you somewhat experienced with character animation and rigging? You'll have to understand how bones interact with vertices. The character glitch is caused by model vertices not weighed to the correct bones. From my understanding you can quickly setup bone weights with automatic armature system in latest Blender versions. You can then reverse engineer the results and create a better rig yourself, or tweak it from there, it doesn't matter. PS. I'm not a Blender user. Ty for the reply. It's first time with skin modelling so i haven't experiences. I really don't know how to do and i haven't find a solution on youtube. Maybe someone else can help me? Link to comment Share on other sites More sharing options...
Tut. Posted June 23, 2020 Share Posted June 23, 2020 3 hours ago, comoaig said: Ty for the reply. It's first time with skin modelling so i haven't experiences. I really don't know how to do and i haven't find a solution on youtube. Maybe someone else can help me? Please see if you can get a result through this (or any other skin weight tutorial) It's never been easy for us to grasp so I don't expect you to master it in a day either. If you're completely new to it I would recommend getting an automatic armature rig made and then tweak it later when you're more comfortable with it. Link to comment Share on other sites More sharing options...
comoaig Posted June 23, 2020 Share Posted June 23, 2020 18 hours ago, Tut Greco said: Please see if you can get a result through this (or any other skin weight tutorial) It's never been easy for us to grasp so I don't expect you to master it in a day either. If you're completely new to it I would recommend getting an automatic armature rig made and then tweak it later when you're more comfortable with it. i've followed the result but the problem remains Link to comment Share on other sites More sharing options...
Colbertson Posted June 24, 2020 Share Posted June 24, 2020 9 hours ago, comoaig said: problem remains Might be an issue with the skeleton, import a normal, unmodified skin and swap it over. Link to comment Share on other sites More sharing options...
Cybers Posted July 10, 2020 Share Posted July 10, 2020 (edited) Edit : Already fixed this, thanks UV MAP GOES WRONG So i have a rigged character by 3ds max and the texture is mapped and works fine. 3ds max cannot use for a high poly model, move between modifier got delay for a minutes, import high poly model its take a minutes, compared with Blender it just only take a sec, thats why i want to change to another program, and i found this one! So the problem is, i can always give a texture to the 1st list of material "unammed.004" but can't for another material, i mean all material except 1st material I'm only give texture to 4th material "unammed.008" it should be her skin and face texture, but its still pink! texture only can use on 1st material How i fix this? Thanks.. Edited July 10, 2020 by Cybers Link to comment Share on other sites More sharing options...
Parik Posted July 10, 2020 Author Share Posted July 10, 2020 (edited) 3 minutes ago, Cybers said: How i fix this? Thanks.. If you exported with KAMS from 3ds max, check "Read Material Split" option while importing. Edited July 10, 2020 by Parik Link to comment Share on other sites More sharing options...
Cybers Posted July 13, 2020 Share Posted July 13, 2020 (edited) Edit : Solved Edited July 15, 2020 by Cybers Solved Link to comment Share on other sites More sharing options...
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